My deepest praise to the rumor gods for the near constant flow of info for the 'mill...
Well, this info was kinda known, but it's time we had it spoiled once and for all.
Firstly an efficient Legend for those keen to see some more great merfolk cards:
Sygg, River Guide WU Legendary creature - Merfolk wizard Islandwalk 1W: Target Merfolk gains protection from the color of your choice until end of turn. 2/2 Rare
Yes, a 2/2 Islandwalker for 2 mana.... than can protect himself and his fellow tribesmen from certain peril, a'la 8-and-a-half-tails. Very, very nice. I can certainly see a fish style merfolk starting to take shape, especially with the inclusion of these two common weenie critters:
Deeptread Merrow 1U Creature – Merfolk rogue U: Deeptread Merrow gains islandwalk until end of turn. 2/1 Common
Paperfin Rascal 2U Creature type- Merfolk rogue When Paperfin Rascal comes into play, clash with an opponent. If you win, put a +1/+1 counter on Paperfin Rascal. 2/1 Common
So we've got a good collection of merrow taking shape here, not much to add to these little fellas except to say bring on the tidbits:
- Deathrender is our rare equipment card. If the name sounds ominous, it is... this artifact allows you to put a creature into play for free equipping it... following a particular requirement.
- The triggered abilities on the Red & White Hideaway lands are: Red "if an opponent has been dealt seven or more damage this turn..." and for White "If three creatures you control attacked this turn..." Cool huh?
- 2/1 mana Elf for 1G...
- And finally, there's a 'Vinelasher Kudzu' style Elf, who's growth is triggered on Giant spells!!!
Enjoy these cards and tidbits folks, we're well over half way now... and with two weeks to go, we should have this entire spoiler done well before the PR.
Lets just hope this doesnt get as foolish as the last "when something dies" equipment A LA skullclamp... (the last one when i played constructed anyway -- a while ago)
But if it does, i wont mind hehehe...
Great job again on the spoils and treats!!
Merfolk still seem a little lacking compared to to goblins, treefolk and elves (and possibly elementals)... but i'm sure there are more treats to come.
Edit: The elf that makes mana, PLEASE LET IT BE LIKE PRIESTS OF TITANIA lol... that would single handedly bring elves back to constructed... on second thought... with joiner being an elf and all the other mana elves... will this provide a fyndhorn elder (sp) effect ? GG added? Ooh this one makes me excited
i'm interested in seeing this 2/1 elf. it could just be a wirewood elf with power/toughness switched. which would be fine with me! beater or mana in a pinch.
as for the legendary merfolk... i like him a lot. very efficient... but his usability in standard will hinge on the rest of his tribe. so far i'm not very encouraged. while the two common merfolk are ok, they're certainly not spectacular, and not constructed worthy imo.
The islandwalkers are cool, especially the legend. Red has the same as Paperfin Rascal with one less mana! I hope there is a good one-mana merfolk so that a merfolk weenie can be built..
Thank God for Hydro - some interesting previews (still washing the taste out of my mouth from today's Wizard's 'official' preview. *blecch!*
I suppose we WERE warned that it was a Timmy card...
That Merfolk legend is lots of fun - my friends are going to love it! The artifact fascinates me - I assume it'll be when another creature dies that it will trigger?
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You're not how much mana you have in your pool.
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You're not your freaking ‘Coldsnap Prerelease’ t-shirt.
You are the all-singing, all-dancing crap of the Multiverse.
Yeah, that Equipment has Recurring nightmare written all over it. Sounds delicious.
The Merrow are finally getting some constructed worthy cards- the U/W is an interesting color combo to work with. The lord is pretty nasty- both efficient and annoying. Anyone who had the displeasure of running across Knight of Dawn will know what I'm talking about. Not liking the thought of my lands being Islands in the coming format.. Unstable Mutation will likely see more play too, since U aggro is becoming viable again.
On that note, the white hideaway land is pretty good.. too bad you won't be grabbing anything over 3cc usually.. still, card advantage is power. =)
Hydro, will we be seeing any more support for black coming? I'm dying here... The cards revealed for black have been pretty yucky, with over half of them being common, overcosted jank. Oh well.. I'll guess I'll have to wait. Here's hoping that the hideaway land is "If your opponent has no cards in hand" like someone suggested... =) And any news on the black Command? Mmm.
Thanks a lot for keeping us sane until the prerealease! =)
nice merfolk I just hope they get a good 1 drop plus quasi lord like the elves and bogarts got and id be happy. Good job Hydro, im getting excited with Lorwyn more.
This thread is full of idiots... Lightning Bolt is NOT being reprinted.
Many times has a writer in Wizards said so, because of the plain and simple fact that it's too powerful for what it costs. x/3 creatures shouldn't be able to die at instant speed for one mana without a signifigant drawback. (like PTE giving you a land)
I absolutely guarantee that LB will not be printed in M10, and you can quote me on that.
I wonder how much the fact that Lord of Atlantis is the cheapest lord in standard (I mean, even just a plain 2/2 for UU is above the curve for blue, much less one that pumps your creatures) is going to affect the power and such of the Merfolk they print.
And it seems likely, given what we've seen, with a +1/+1 lord in Goblins, Treefolk, Elves and a +2/+2 one for Giants, that all the tribes will be getting a lord that gives at least +1/+1. I mean, it's pretty much a sure thing for Kithkin anyway. Maybe not elementals. But perhaps not for Faeries and Merfolk, maybe they won't get +1/+1 from their lords, since they're primarily blue... and since they have lords already that do that (Sprite Noble and LoA).
I'm pretty sure the Merfolk's lord, if it pumps, won't be cheap tho...
ETA: to the rules question above, spells generally require a more specific reference (after all, if it just says "target creature", you still can't target a creature spell), but it may be possible to give Tribal permanents protection (but it would be unprecedented for a non-creature to get prot from X). I'm going to guess, however, that it really should say Merfolk creatures.
Thanks, Hydro, for lots more juicy tidbits! I was just wondering if the white mana land should read "...three or more creatures..."? Or do you have to attack with exactly three to make it work?
Brother Han!
Yes, "...three or more...". It makes more sense doesn't it.
Ok, so Sygg is the seventh multicoloured legend, just the elemental missing. Great news Hydro, as always. The merfolk is efficient and has a decent ability. Should a merrow deck in U/W pop up, this one will play a major role. The two commons are nothing amazing, but still ok. Playing with islands on the prerelease could be a liability with all the Islandwalk merrow around.
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Sygg, River Guide WU Legendary creature - Merfolk wizard Islandwalk 1W: Target Merfolk gains protection from the color of your choice until end of turn. 2/2 Rare
Sygg'd!
I think, if the info is real, that this will be played in block decks. Being two colours weakens it a bit.
A while back I designed a 2/1 that taps for G. It had to cost GG otherwise it was considered "too good" by my fellow card makers, considering Wirewood Elf, etc. If this info is accurate, I'd love to see a 2/1 that taps for :symg:.
But perhaps not for Faeries and Merfolk, maybe they won't get +1/+1 from their lords, since they're primarily blue... and since they have lords already that do that (Sprite Noble and LoA).
It's already been teased that the Faeries will get a lord, and from whats been told it will look in effect like:
~Name~ 2U
Creature - Faerie
Flying, Flash
All other Faeries get +1/+1 and shroud.
1/1
What interests me most is the hideaway lands. The red one seems to be so-so. Because if you did 7 damage in one turn, you're probably already winning. Also, it's probably best used in a multicolor deck, because red's threats tend to be cheap (which means the put into play won't be that usefull).
The white one suffers partially from that as well, but the white one is much easier to accomplish, since you can spread the creatures over turns, and they don't need to go through, just attack.
The other colors are tricky... the ones we now know (white, red, green) all trigger from your own things, meaning you don't need to rely on other players to trigger them. So I initially thought black would get 'whenever an opponent has put 3 creatures in the graveyard at end of turn', but I don't think that'll be it now. Maybe something like 'if an opponent has discarded 3 or more cards this turn'.
The blue one... perhaps based on draws... 'if you have drawn 4 or more cards this turn'
nice merfolk I just hope they get a good 1 drop plus quasi lord like the elves and bogarts got and id be happy. Good job Hydro, im getting excited with Lorwyn more.
They will.
Nice Merfolk! 2/1 for 1U is very good, very agressive. I like this people.
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hey i have managed to evolve my axolotls by feeding them thyroid glands the thyroxine contained in these gland is enough to change these water dwelling creatures into land based creatures
Posted by: Tay Collins | January 20, 2010 6:45 AM
Tay, that's not evolution. It's metamorphosis. Evolution means descent with heritable modification – individuals cannot evolve, unless they're Pokemon.
Posted by: David Marjanović | January 20, 2010 8:55 AM
Um, the blue one, as I teased earlier, has the trigger: "..if you have 20 or less cards in your library".
...the black one, and this is only a guess 100% (no info on this whatsoever), should be based on a number of cards in your graveyard.
Hmmm I must have missed that tease for the blue one... thanks for the reminder, and the black one, if your guess is correct, would be a bit good with reanimation decks I think (well, not that I mind because I love playing those ;)) and dredge decks (which I think are still reasonably popular in extended?)
Getting beaten to death by elves, goblins, soldiers (kithkin remind me of 'little' soldiers) and even elementals has been a part normality for ages. being beaten to death by protected merfolk is going to take some getting used to. Wait... I'll play the merfolk!
msun: Knives scoop ice cream.
Highroller: No they don't, knives don't scoop. Spoons scoop.
msun: Well, knives SHOULD scoop icecream.
Highroller: We have spoons that do it. Moreover, the shape of a knife that would scoop ice cream would make it horrible for performing the functions of a knife.
msun: Highroller, you bring up spoons as though they were the utensil used for scooping ice cream.
Hmm well assuming the mana elf adds 1 mana (I have a sneaky suspicion it may be black mana or possibly black or green mana, a 2/1 for 1G is nothing special so a lot hinges on wether his versatility makes 1 mana worth only 1 point in power.
Llanowar dead was a 2/2 for BG that added 1 of either so I guess at the cost of not using both colours you lose a point of toughness.
Vinelasher elf, pairing the black/green tribe with the tribe that only seems to have a R/W (both) good card in it seems a tad crazy, I would rather have seen it play off treefolk as elves are closer to nature and treefolk in both flavour and colour.
Where are my legacy elves
On another note , the merfolk legend is quite nice so thanks hydro
Um, what the hell are you talking about? Llanowar Dead ONLY adds B to your mana pool. Also, the "mana elf" thats costs 1G and is 2/1, is very efficient, doesn't matter what kind of mana it would add, if it were a 2/2, it would have to cost 2G, so by reducing the toughness by 1, it was able to cost 1 less and also be balanced, well made card imo. (By the way, not every card in a set has to be constructed worthy, although, they do have to be balanced out)
Yay for more interesting tribe cards! I am loving this set more and more each time you guys post something.
Hmm, he's a Wizard... I'll have to edit my Legendary Wizard deck slightly... or not. The Online Tribal formats will be effected dramatically by this set.
On the subject of this card, it's good that he/she can give protection to Merfolk enchantments, artifacts (tribal artifacts would be interesting to see, especially equipment :D) and lands if and when they are printed. I have a strong feeling there'll be Enchantments, but not so much artifacts and lands as yet.
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sorry, but i don't think it can protect merfolk cards other than creatures..:(
it is very good tho, it will play the same role as 8 an a half tails did back in his time, yust more efficient sice it only costs you 2 mana not 3 and has landwalk.
i wish i had the pic and flavor text of this guy/gal :(, it is a very potent card that can push merfolk into competitvie play.
let's hope more good merfolk will surface
get it?...surface?..fish?... tough crowd...
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Well, this info was kinda known, but it's time we had it spoiled once and for all.
Firstly an efficient Legend for those keen to see some more great merfolk cards:
Sygg, River Guide
WU
Legendary creature - Merfolk wizard
Islandwalk
1W: Target Merfolk gains protection from the color of your choice until end of turn.
2/2
Rare
Yes, a 2/2 Islandwalker for 2 mana.... than can protect himself and his fellow tribesmen from certain peril, a'la 8-and-a-half-tails. Very, very nice. I can certainly see a fish style merfolk starting to take shape, especially with the inclusion of these two common weenie critters:
Deeptread Merrow
1U
Creature – Merfolk rogue
U: Deeptread Merrow gains islandwalk until end of turn.
2/1
Common
Paperfin Rascal
2U
Creature type- Merfolk rogue
When Paperfin Rascal comes into play, clash with an opponent. If you win, put a +1/+1 counter on Paperfin Rascal.
2/1
Common
So we've got a good collection of merrow taking shape here, not much to add to these little fellas except to say bring on the tidbits:
- Deathrender is our rare equipment card. If the name sounds ominous, it is... this artifact allows you to put a creature into play for free equipping it... following a particular requirement.
- The triggered abilities on the Red & White Hideaway lands are: Red "if an opponent has been dealt seven or more damage this turn..." and for White "If three creatures you control attacked this turn..." Cool huh?
- 2/1 mana Elf for 1G...
- And finally, there's a 'Vinelasher Kudzu' style Elf, who's growth is triggered on Giant spells!!!
Enjoy these cards and tidbits folks, we're well over half way now... and with two weeks to go, we should have this entire spoiler done well before the PR.
Please discuss!
I think that the protection-response will be really detouring to removal.
But if it does, i wont mind hehehe...
Great job again on the spoils and treats!!
Merfolk still seem a little lacking compared to to goblins, treefolk and elves (and possibly elementals)... but i'm sure there are more treats to come.
Edit: The elf that makes mana, PLEASE LET IT BE LIKE PRIESTS OF TITANIA lol... that would single handedly bring elves back to constructed... on second thought... with joiner being an elf and all the other mana elves... will this provide a fyndhorn elder (sp) effect ? GG added? Ooh this one makes me excited
as for the legendary merfolk... i like him a lot. very efficient... but his usability in standard will hinge on the rest of his tribe. so far i'm not very encouraged. while the two common merfolk are ok, they're certainly not spectacular, and not constructed worthy imo.
anyhow, thanks for the continuous flow of info!
Thanks for the info.
The 2/1 mana elf should be good stuff and did you say giant spells? What's up with that?
Flavour text from Bottomless Pit.
I suppose we WERE warned that it was a Timmy card...
That Merfolk legend is lots of fun - my friends are going to love it! The artifact fascinates me - I assume it'll be when another creature dies that it will trigger?
The Merrow are finally getting some constructed worthy cards- the U/W is an interesting color combo to work with. The lord is pretty nasty- both efficient and annoying. Anyone who had the displeasure of running across Knight of Dawn will know what I'm talking about. Not liking the thought of my lands being Islands in the coming format.. Unstable Mutation will likely see more play too, since U aggro is becoming viable again.
On that note, the white hideaway land is pretty good.. too bad you won't be grabbing anything over 3cc usually.. still, card advantage is power. =)
Hydro, will we be seeing any more support for black coming? I'm dying here... The cards revealed for black have been pretty yucky, with over half of them being common, overcosted jank. Oh well.. I'll guess I'll have to wait. Here's hoping that the hideaway land is "If your opponent has no cards in hand" like someone suggested... =) And any news on the black Command? Mmm.
Thanks a lot for keeping us sane until the prerealease! =)
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Mana Elf - 1G
2/1
T: Add G to your mana pool.
I'm not really excited about these merfolk... Limited stuff mianly. I am looking forward to seeing more Treefolk and Flame-kin.
“Homo homini lupus est.”
And it seems likely, given what we've seen, with a +1/+1 lord in Goblins, Treefolk, Elves and a +2/+2 one for Giants, that all the tribes will be getting a lord that gives at least +1/+1. I mean, it's pretty much a sure thing for Kithkin anyway. Maybe not elementals. But perhaps not for Faeries and Merfolk, maybe they won't get +1/+1 from their lords, since they're primarily blue... and since they have lords already that do that (Sprite Noble and LoA).
I'm pretty sure the Merfolk's lord, if it pumps, won't be cheap tho...
ETA: to the rules question above, spells generally require a more specific reference (after all, if it just says "target creature", you still can't target a creature spell), but it may be possible to give Tribal permanents protection (but it would be unprecedented for a non-creature to get prot from X). I'm going to guess, however, that it really should say Merfolk creatures.
Brother Han!
Yes, "...three or more...". It makes more sense doesn't it.
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Sygg'd!
I think, if the info is real, that this will be played in block decks. Being two colours weakens it a bit.
A while back I designed a 2/1 that taps for G. It had to cost GG otherwise it was considered "too good" by my fellow card makers, considering Wirewood Elf, etc. If this info is accurate, I'd love to see a 2/1 that taps for :symg:.
.
It's already been teased that the Faeries will get a lord, and from whats been told it will look in effect like:
~Name~ 2U
Creature - Faerie
Flying, Flash
All other Faeries get +1/+1 and shroud.
1/1
That could be possible, considering how TS block had thallid/utopia mycon turn 1 into thelon of havenwood turn 2, and no fuss was made about that!
Edit: And even when islandwalk is tacked on, it can keep blue in check in standard. A bonus?
The white one suffers partially from that as well, but the white one is much easier to accomplish, since you can spread the creatures over turns, and they don't need to go through, just attack.
The other colors are tricky... the ones we now know (white, red, green) all trigger from your own things, meaning you don't need to rely on other players to trigger them. So I initially thought black would get 'whenever an opponent has put 3 creatures in the graveyard at end of turn', but I don't think that'll be it now. Maybe something like 'if an opponent has discarded 3 or more cards this turn'.
The blue one... perhaps based on draws... 'if you have drawn 4 or more cards this turn'
Anyway, interesting cycle :). Me like.
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They will.
Nice Merfolk! 2/1 for 1U is very good, very agressive. I like this people.
Posted by: Tay Collins | January 20, 2010 6:45 AM
Tay, that's not evolution. It's metamorphosis. Evolution means descent with heritable modification – individuals cannot evolve, unless they're Pokemon.
Posted by: David Marjanović | January 20, 2010 8:55 AM
Um, the blue one, as I teased earlier, has the trigger: "..if you have 20 or less cards in your library".
...the black one, and this is only a guess 100% (no info on this whatsoever), should be based on a number of cards in your graveyard.
Hmmm I must have missed that tease for the blue one... thanks for the reminder, and the black one, if your guess is correct, would be a bit good with reanimation decks I think (well, not that I mind because I love playing those ;)) and dredge decks (which I think are still reasonably popular in extended?)
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Cheers Hydro!
Um, what the hell are you talking about? Llanowar Dead ONLY adds B to your mana pool. Also, the "mana elf" thats costs 1G and is 2/1, is very efficient, doesn't matter what kind of mana it would add, if it were a 2/2, it would have to cost 2G, so by reducing the toughness by 1, it was able to cost 1 less and also be balanced, well made card imo. (By the way, not every card in a set has to be constructed worthy, although, they do have to be balanced out)
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Hmm, he's a Wizard... I'll have to edit my Legendary Wizard deck slightly... or not. The Online Tribal formats will be effected dramatically by this set.
On the subject of this card, it's good that he/she can give protection to Merfolk enchantments, artifacts (tribal artifacts would be interesting to see, especially equipment :D) and lands if and when they are printed. I have a strong feeling there'll be Enchantments, but not so much artifacts and lands as yet.
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it is very good tho, it will play the same role as 8 an a half tails did back in his time, yust more efficient sice it only costs you 2 mana not 3 and has landwalk.
i wish i had the pic and flavor text of this guy/gal :(, it is a very potent card that can push merfolk into competitvie play.
let's hope more good merfolk will surface
get it?...surface?..fish?... tough crowd...
“I once had an entire race killed just to listen to the rattling of their dried bones as I waded through them.”
—Volrath